The Intervention Journey A Roadmap to Effective Digital Safety Measures 2025
Page 14 of 45 · WEF_The_Intervention_Journey_A_Roadmap_to_Effective_Digital_Safety_Measures_2025.pdf
The presentation of the following digital safety
intervention case studies, organized through
the intervention journey steps, is essential for
providing organizations with a clear, structured
understanding of how to approach and implement
effective interventions. By following the intervention
journey framework, organizations can navigate
the practical nuances and challenges involved at
each stage. This step-by-step approach ensures
that organizations can customize their strategies
to align with their unique needs, resources and
risk environments. Moreover, illustrating each step
underscores the interconnectedness of the process,
highlighting the iterative nature of digital safety
mechanisms, which require continuous refinement
in response to feedback and evolving threats.These case studies add significant value by
showcasing real-world applications, successes and
learnings across diverse contexts and industries.
They offer actionable insights and concrete
examples that other organizations can model or
adapt to strengthen their own digital safety efforts.
Disclaimer: The following examples of case
studies in this section are presented within the
broader context of digital safety and are intended
solely for educational purposes. Their inclusion
does not imply endorsement or approval of any
specific activities, organizations or strategies
discussed. Readers are encouraged to critically
evaluate the information and consider it in light of
their unique contexts.
Microsoft developed the Xbox Gaming Safety
Toolkit, a comprehensive resource for parents and
caregivers. The toolkit is designed to be a one-stop
shop to help parents and caregivers understand
common gaming safety risks and identify the
parental controls and user tools available on
Xbox. The variety included in the toolkit makes it a
technical, behavioural and educational intervention.
The toolkit explores five common risks associated
with gaming and provides age-specific guidance on
how to respond to these concerns, recognizing that
appropriate interventions evolve as the child gets older.
This resource was initially developed with
government and civil society partners from Australia
and New Zealand and was tailored for these
two markets. Microsoft has since expanded the
resource to Singapore, Japan and South Korea,
and worked with partners in these markets on
localization to help ensure the advice and examples
are appropriate to each context.
Identification
The development of the toolkit was prompted by
recognition of the fact that additional efforts were
needed to help raise awareness of existing family
safety tools and the role these can play in digital
parenting strategies. This featured feedback from a
range of external sources and trends in Microsoft’s
Global Online Safety Survey, including a clear
message that parents wanted to ensure their children
were able to game safely but felt overwhelmed by
negative messages about online risks.
The toolkit focuses on user education, recognizing
that parents and caregivers may not have a good
understanding of the available tools or how to best deploy those to support their family’s specific
safety needs. It also recognizes that some families
may not be aware of common online safety risks
for young people.
Through the convening of a working group to help
identify key harm areas to focus on and receive
feedback, the toolkit identified five main harms:
harmful and age-inappropriate content, bullying
and harassment, grooming and unwanted contact,
screentime and in-game purchases. These harms
correspond to categories outlined in a previous
coalition report, such as threats to personal and
community safety, harm to health and well-being,
and violations of dignity.5
Design
The intervention was designed to empower parents
and caregivers and help them feel more confident
in how and when to deploy tools to support safe
gaming for their children.
To apply the toolkit, Microsoft convened the
previously mentioned multistakeholder working
group with representatives from Australia and New
Zealand. These included representatives from the
eSafety Commissioner, the Alannah and Madeline
Foundation and the Department of Home Affairs in
Australia, and Netsafe and the Te Mana Whakaatu
Classification Office in New Zealand.
The working group roundtable specifically focused
on gathering feedback on the most important harms
to profile, and the best way to structure this resource
and identify any additional key messages. A key
piece of feedback from the group was the need
to tailor advice by the age of a child, noting that at
different stages of a young person’s development, 2.1 Enhancing gaming safety:
a toolkit for parents and guardians
The intervention
was designed to
empower parents
and caregivers
and help them feel
more confident
in how and when
to deploy tools
to support safe
gaming for
their children.
The Intervention Journey: A Roadmap to Effective Digital Safety Measures
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